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Latest News
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July 4, 2009
 
CyberConnect2 Boss Talks 'Quality Of Life' For Japanese Developers [2]
 
Warner's $33M Midway Acquisition Approved By Judge [7]
 
July's Top 25 Facebook Games Topped By Zynga, MindJolt Titles
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Latest Jobs
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July 4, 2009
 
Trion Redwood City
Senior Systems Designer
 
Trion San Diego
Senior MMO Gameplay Programmer
 
Trion Austin
Network Engineer
 
Trion Redwood City
Game Designer
 
Sony Computer Entertainment America
Senior Manager Media Channel Partnerships
 
Blind Wink Games
Game Design Programmer
 
Trion San Diego
Senior UI Artist
 
Trion Redwood City
Editor
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Latest Blogs
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July 4, 2009
 
How to Monetize Flash Games Efficiently [5]
 
Crowdsourcing Game Audio: Lessons Learnt [3]
 
Thinking Out of the Box [3]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features

Features » Programming
  Real-Time Cameras - Navigation and Occlusion by Mark Haigh-Hutchinson [07.01.09]
Gamasutra is proud to present an excerpt from the book Real-Time Cameras by Mark Haigh-Hutchinson, a veteran Retro Studios staffer who was diagnosed with pancreatic cancer in 2008 and passed away in 2009. [1]
Game Design, Programming
 
 
Managing Data Relationships by Noel Llopis [06.25.09]
How does your game data relate to each other? In this practical technical article, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory.
Programming, Visual Computing
 
Planning For Fun In Game Programming - Part 2 by Tom Hammersley [06.24.09]
How do you legislate for fun from a game planning and programming perspective? Following on from his analysis of the problem, veteran game coder Tom Hammersley proposes a solution that includes 'apprenticing', use cases, storyboards, and more.
Programming
 
Sponsored Feature: Multi-Threaded Fluid Simulation for Games by Quentin Froemke [06.17.09]
In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Intel engineer Froemke describes a multi-threaded fluid simulation system created to make virtual smoke or water for application into games. [8]
Programming, Visual Computing
 
Sponsored Feature: Ocean Fog Using Direct3D 10 by Jeff Andrews & Chuck Desylva,Alfredo Giminez [06.11.09]
In a new Intel-sponsored feature from the Visual Computing microsite, a trio of Intel engineers showcase an experiment to create an ocean and complex fog effects using Direct3D 10 and Shader Model 4.0, complete with source code and executable demo. [4]
Programming, Visual Computing
 
Games Demystified: Rolando by Jeremy Alessi [06.03.09]
Continuing his popular series, Jeremy Alessi presents a unique guide to the iPhone hit's Rolando's unique gameplay mechanics, with example code showcasing touch and physics-related game concepts.
Game Design, Programming
 
Collaborative Game Editing by Mick West [05.20.09]
Individual game developers take responsibilities for different parts of game development - sometimes leading to content mixups and bottlenecks where their work overlaps. In this in-depth article, originally published in Game Developer magazine, Mick West discusses how collaborative editing may be the future. [11]
Programming, Visual Computing
 
Game Tools Tune-Up: Optimize Your Pipeline Through Usability by Dan Goodman [05.06.09]
How do you perfect your custom-created game tools? Sega and LucasArts veteran and Robotic Arm Software founder Goodman discusses tips and tactics for methodology when you roll your own tools. [5]
Programming
 
Secrets of Multiplatform Data Baking by Noel Llopis [05.06.09]
In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis continues his look at data baking by examining how different console and PC game platforms treat data in memory.
Programming, Visual Computing